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As this is a spell, I would assume that all cards drawn after Hesitance/Denial is played would remain at their normal cost, correct?
Yes.
Also, how would this affect cards with no cost?
They would increase in cost by +1 of their element.
And lastly, would the effect stack if multiple are played?
Yes.
pretty scary potential if you manage to cast these before opponent plays a pillar/tower :o :oYou could go first and play Time Towers and Hesitance.
pretty scary potential if you manage to cast these before opponent plays a pillar/tower :o :oAh, yes. Combined with the fact that 2 :time are easy enough to get in the first turn (assuming the player runs an upped deck) it becomes OP.
If you were a real dick, that's when you'd play steal. You are playing this card in ghostmare, aren't you?i never knew you people wore mindgate necklaces ^-^ ^-^
Note that any pillars/towers/pends that the opponent draws on that same turn will still be able to be played for free. (If you use Hesitance and the opponent draws a pillar immediately after, they can play it.) Whether this is enough to balance it, I'm not sure.Oh.
As everyone is talking about the upped, I feel as though there would be no use for the unupped. Even Pandemonium can at least be combined with voodoo doll, and has a cost reduction.The unupped actually affects you as well to compensate for the potential lockdown capability. Increasing ability cost would be much less useful IMHO because ability-reliant decks should still be able to compensate with enough quanta production unless it's a deck like SoR Steam Machines or it is solely reliant on mark.
What about making it so the one of the version increases the cost of abilities on your opponent's field?
However 2 out before any opposing pillars would be OP. That needs to be prevented or made very very rare.Should be already rather rare - you need 4 Time Tower/Novae and two of these, which only leaves 1 card-room for error. To minimize this error you would need to fill your deck with 6 Novae and X Time towers as needed - that's at least 18 cards or greater than half a deck. As willng3 mentioned, many of the best-case scenarios with this card require luck and being able to gain advantage in the early-game - late game Denial is a scratch at best against stockpiled quantum.
Very similar card found here (http://elementscommunity.org/forum/index.php/topic,32133.0.html). The key difference is spell and permanent.Reworked the card according to polls and submitted to Crucible.
Yeah, that also results in a role difference - a spell like this is more comparable to Silence (chained, temporary denial that only works in the early game) while Encumber implies a more forced but less flexible lockdown.
I'm fine with it working on 0 cost cards, but I think the effect should be reverted after 1 turn, so it acts more like Silence instead.